Charnel Gods has seriously spiked the sales of Sorcerer. It's the
only supplement I've heard of that people buy BEFORE they buy the
core rules. beautiful work.

Knipe proves he has the goods with his first work. Charnel Gods is
not only fine pulp fantasy gaming, but it uses a technique that's
becoming more common in RPGs - the endgame, a proscribed ending mechanism
for a campaign.

The game that put the blood and guts back into sword and sorcery.
How can you not love a game where the goal is to wipe out the world
so the corpses of the dead keep the demons from crawling through

There are alot of "alternate history" RPG games out there.
There are even more "different worlds but with noticeable parallels".
The vast majority of them suck. The vast majority of them don't even
begin to concider what the ultimate effect of changing one aspect
of the world has on the rest of the world and the continueing timeline.
World of Darkness, Deadlands, 7th Sea all fall prey to this. It is
refreshing to come across a setting where the change that is made
is a specific one with specific effects where the consequences of
that change follow and are plausible. Alternate history is hard to
do right. Rarely has it ever been done right in an RPG. Kudos to Thirteen
Colonies.

And the Winner, with 28 Points, is...

Charnel Gods is a mini-supplement for Ron Edwards' Sorcerer.
It showcases a world of apocalyptic battles, fought with godlike weapons
against ageless, nameless foes, and at its center are the unfortunate
mortals who must decide which lives are worth sacrificing for the greater
good.